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1. Green Lantern 145 * (7/7)
w/ stunning blow 10
2. Black Adam 100 (5/5)
3. Sandman 59 (7/7)
4. Captain Metropolis 40 * (5/5)
w/ contingency plan 12
5. Crimson Avenger 29 (5/5)
vs
Covenant!
1. V Arbiter (beam rifle) 87 pts (7/7)
2. V Elite (plasma rifle) 69 pts (7/7)
3. V Elite (plasma rifle) 69 pts (7/7)
4. V Cloaked Elite (carbine) 73 pts (7/7)
5. V Jackal (beam rifle) 50 pts (6/6)
6. V Jackal (beam rifle) 50 pts (6/6)
Total - 398 pts
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
an049 R Green Lantern
Team: Justice Society
Range: 8
Points: 145
Keywords: All Star Squadron, Gotham City, Justice Society, Mystical
10
10
17
3
10
10
17
3
9
9
16
3
9
9
16
3
9
9
16
3
8
9
15
2
6
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Light the Danger: Green Lantern ignores Stealth. When a character takes damage from his attack, that character can't use Stealth this turn.
(Attack) The Green Flame: Green Lantern can use Incapacitate, Penetrating/Psychic Blast, and Telekinesis.
sm054r U Black Adam
Team: No Affiliation
Range: 0
Points: 100
Keywords: Injustice Society, Justice Society, Monster Society of Evil, Mystical, Ruler, Society
10
10
17
4
9
10
16
3
9
10
16
3
9
9
16
2
8
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) World War III: Friendly characters named Osiris modify their attack values by +1 if they are not on their starting click. Friendly characters named Isis modify their defense value by +1 if they are not on their starting click.
(Speed) Hell is Here!: Black Adam can use Charge. He can use it normally or he can be given a double power action to use Charge with a locked speed value of 10 if he doesn't use the Carry ability or Super Strength.
(Attack) Lightning Regeneration: Black Adam can use Regeneration. If he uses it and heals, after actions resolve, deal 1 penetrating damage to each opposing characters within 2 squares.
or086 U Sandman
Team: Justice Society
Range: 6
Points: 59
Keywords: All Star Squadron, Detective, Justice Society
7
9
17
2
7
10
17
2
6
9
16
2
6
8
16
2
5
8
15
1
5
7
15
1
5
7
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
wm008 U Captain Metropolis
Team: No Affiliation
Range: 6
Points: 40
Keywords: Minutemen, Soldier
8
10
16
1
7
9
16
1
6
9
15
1
5
8
15
1
5
7
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Defense) We Have to Stand Together!: When Captain Metropolis is adjacent to a friendly character, modify the defense value of Captain Metropolis and all friendly characters adjacent to Captain Metropolisby +1.
(Damage) Military Experience: Captain Metropolis can use Enhancement and Leadership.
an008 V Crimson Avenger
Team: No Affiliation
Range: 6
Points: 29
Keywords: All Star Squadron, Seven Soldiers
(Special) Throw A Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +1
(Special) Grenade Type(s): Flashbang (no damage): The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero tokens.
(Damage) Inspire To Action: Give Arbiter a free action and choose a friendly adjacent character of a lower point value. This turn, that character can use Charge or Running Shot.
(Special) Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +1
(Special) Grenade Type(s): Plasma (no damage): Mark a hit character in the target square. At the beginning of your next turn, deal 2 damage to the character marked in this way and 1 damage to all adjacent characters that are friendly to that character.
(Speed) Strafe: When Elite rolls doubles and hits with a ranged combat attack, after the attack resolves he may automatically break away, move up to 3 squares and then make a ranged combat attack as a free action.
(Special) Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +2
(Special) Grenade Type(s): Flashbang (no damage): The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero tokens. Thermite (1 damage): Destroy up to 3 squares of blocking terrain or walls adjacent to the target square.
(Attack) Radioactive Rounds: Cloaked Elite can use Energy Explosion; when he does, damage dealt to the target of the attack is penetrating damage.
(Defense) Sniper: Jackal can use Energy Shield/Deflection and Stealth.
(Damage) Particle Accelerator: At the beginning of your turn, roll a d6 as a free action. On a result of 5 or 6, Jackal's line of fire ignores walls and blocking terrain this turn.
1. Green Lantern 145 * (7/7) W12
w/ stunning blow 10
2. Black Adam 100 (5/5) W13
3. Sandman 59 (7/7) X12
4. Captain Metropolis 40 * (5/5) W15
w/ contingency plan 12
5. Crimson Avenger 29 (5/5) X13
vs
Covenant!
1. V Arbiter (beam rifle) 87 pts (7/7)
2. V Elite (plasma rifle) 69 pts (7/7)
3. V Elite (plasma rifle) 69 pts (7/7)
4. V Cloaked Elite (carbine) 73 pts (7/7)
5. V Jackal (beam rifle) 50 pts (6/6)
6. V Jackal (beam rifle) 50 pts (6/6)
Total - 398 pts
HO: V13, N15
LO: N16
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
1. Green Lantern 145 * (7/7) W12
w/ stunning blow 10
2. Black Adam 100 (5/5) W13
3. Sandman 59 (7/7) X12
4. Captain Metropolis 40 * (5/5) W15
w/ contingency plan 12
5. Crimson Avenger 29 (5/5) X13
vs
Covenant!
1. V Arbiter (beam rifle) 87 pts (7/7) - B8
2. V Elite (plasma rifle) 69 pts (7/7) - A7
3. V Elite (plasma rifle) 69 pts (7/7) - A8
4. V Cloaked Elite (carbine) 73 pts (7/7) - B9
5. V Jackal (beam rifle) 50 pts (6/6) - A9
6. V Jackal (beam rifle) 50 pts (6/6) - A10
Total - 398 pts
HO: V13, N15
LO: N16
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
1. V Arbiter (beam rifle) 87 pts (7/7) - E4
2. V Elite (plasma rifle) 69 pts (7/7) - F4
3. V Elite (plasma rifle) 69 pts (7/7) - E3
4. V Cloaked Elite (carbine) 73 pts (7/7) - E5
5. V Jackal (beam rifle) 50 pts (6/6) - F5
6. V Jackal (beam rifle) 50 pts (6/6) - D4
Total - 398 pts
Theme prob - (4/4)
Grenade Pool - (5/5)
HO: V13, N15
LO: N16
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
1. Green Lantern 145 * (7/7) U15
w/ stunning blow 10
2. Black Adam 100 (5/5) U14
3. Sandman 59 (7/7) T16
4. Captain Metropolis 40 * (5/5) W15
w/ contingency plan 12 ##
5. Crimson Avenger 29 (5/5) T14
vs
Covenant!
1. V Arbiter (beam rifle) 87 pts (7/7) - E4
2. V Elite (plasma rifle) 69 pts (7/7) - F4
3. V Elite (plasma rifle) 69 pts (7/7) - E3
4. V Cloaked Elite (carbine) 73 pts (7/7) - E5
5. V Jackal (beam rifle) 50 pts (6/6) - F5
6. V Jackal (beam rifle) 50 pts (6/6) - D4
Total - 398 pts
Theme prob - (4/4)
Grenade Pool - (5/5)
HO: V13, N15
LO: N16
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
BFC: Skrull Kill Krew - When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).